(edited by KcB.6890)
It's not about GvG. WvWvW guilds are a thing.
It’ s not just the gvg, but that is huge. This is an awful change for everyone on the wvw maps. The problem simply is the bloodlust buff. Anything else you can think of as a benefit for holding the orbs would not have this drastic impact, and the new maps are really fun. They are just the shake up wvw needed. What a shame that the makers of this game we love so much have so little insight into the totality of what makes it great.
Gaile Gray wrote:
Oh wait, read Martin Firestorm, he says it better…
I’m not for GvG at all, but I think anyone could agree that flat stat bonuses for winning is a boring bonus, why not indirect tactical things like bonuses to siege/supply/guards/keeps etc?
There’s already stat power creep affecting WvW, and this hurts roamers, not just GvG.
I too could care less about GvG, but I think pure stat bonuses are just flawed.
The point of WvW is, according to Anet, for your 30 ppl to get together with the remaining 100 ppl from your side and face the 130 enemy group
EDIT: actually, 125 since a 5-man thief squad should be on the ruins ganking and taking the buff
The orb buffs dwarf the rewards from holding keeps, at least in T1 during prime time.
The zergs need to split up, sure, but each side really should have 50-60 people in each ruins every night. They are that big a deal.